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动画原理——加速度

书籍名称:HTML5-Animation-with-JavaScript

书籍源码:https://github.com/lamberta/html5-animation

这一章节没有仔细讲一是因为和上一章节很相似,只是速率换成加速度。

二是因为初中学的加速度大家都懂得。

1.在某一方向的方向的加速度

06-acceleration-1.html

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<!doctype html><html>  <head>    <meta charset="utf-8">    <title>Acceleration 1</title>    <link rel="stylesheet" href="../include/style.css">  </head>  <body>    <header>      Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>    </header>    <canvas id="canvas" width="400" height="400"></canvas>    <script src="../include/utils.js"></script>    <script src="./classes/ball.js"></script>    <script>    window.onload = function () {      var canvas = document.getElementById(canvas),          context = canvas.getContext(2d),          ball = new Ball(),          vx = 0,          ax = 0.1;      ball.x = 50;      ball.y = 100;      (function drawFrame () {        window.requestAnimationFrame(drawFrame, canvas);        context.clearRect(0, 0, canvas.width, canvas.height);        vx += ax;        ball.x += vx;        ball.draw(context);      }());    };    </script>  </body></html>
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2.在两个方向的加速度

08-acceleration-3.html

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<!doctype html><html>  <head>    <meta charset="utf-8">    <title>Acceleration 3</title>    <link rel="stylesheet" href="../include/style.css">  </head>  <body>    <header>      Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>    </header>    <canvas id="canvas" width="400" height="400"></canvas>    <aside>Press arrow keys.</aside>    <script src="../include/utils.js"></script>    <script src="./classes/ball.js"></script>    <script>    window.onload = function () {      var canvas = document.getElementById(canvas),          context = canvas.getContext(2d),          ball = new Ball(),          vx = 0,          vy = 0,          ax = 0,          ay = 0;      ball.x = canvas.width / 2;      ball.y = canvas.height / 2;      window.addEventListener(keydown, function (event) {        switch (event.keyCode) {        case 37:      //left          ax = -0.1;          break;        case 39:      //right          ax = 0.1;          break;        case 38:      //up          ay = -0.1;          break;        case 40:      //down          ay = 0.1;          break;        }      }, false);      window.addEventListener(keyup, function () {        ax = 0;        ay = 0;      }, false);      (function drawFrame () {        window.requestAnimationFrame(drawFrame, canvas);        context.clearRect(0, 0, canvas.width, canvas.height);        vx += ax;        vy += ay;        ball.x += vx;        ball.y += vy;        ball.draw(context);      }());    };    </script>  </body></html>
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3.用三角函数分解的加速度到x,y方向。

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<!doctype html><html>  <head>    <meta charset="utf-8">    <title>Follow Mouse 2</title>    <link rel="stylesheet" href="../include/style.css">  </head>  <body>    <header>      Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>    </header>    <canvas id="canvas" width="400" height="400"></canvas>    <aside>Move mouse on canvas element.</aside>    <script src="../include/utils.js"></script>    <script src="./classes/arrow.js"></script>    <script>    window.onload = function () {      var canvas = document.getElementById(canvas),          context = canvas.getContext(2d),          mouse = utils.captureMouse(canvas),          arrow = new Arrow(),          vx = 0,          vy = 0,          force = 0.05;      (function drawFrame () {        window.requestAnimationFrame(drawFrame, canvas);        context.clearRect(0, 0, canvas.width, canvas.height);        var dx = mouse.x - arrow.x,            dy = mouse.y - arrow.y,            angle = Math.atan2(dy, dx),            ax = Math.cos(angle) * force,            ay = Math.sin(angle) * force;        arrow.rotation = angle;        vx += ax;        vy += ay;        arrow.x += vx;        arrow.y += vy;        arrow.draw(context);      }());    };    </script>  </body></html>
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4.太空船程序

经过前面知识的累积,不难理解下面的代码。

11-ship-sim.html

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<!doctype html><html>  <head>    <meta charset="utf-8">    <title>Ship Sim</title>    <link rel="stylesheet" href="../include/style.css">    <style>      #canvas {        background-color: #000000;      }    </style>  </head>  <body>    <header>      Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>    </header>    <canvas id="canvas" width="400" height="400"></canvas>    <aside>Press left and right arrow keys to rotate ship, up to add thrust.</aside>    <script src="../include/utils.js"></script>    <script src="./classes/ship.js"></script>    <script>    window.onload = function () {      var canvas = document.getElementById(canvas),          context = canvas.getContext(2d),          ship = new Ship(),          vr = 0,          vx = 0,          vy = 0,          thrust = 0;      ship.x = canvas.width / 2;      ship.y = canvas.height / 2;      window.addEventListener(keydown, function (event) {        switch (event.keyCode) {        case 37:      //left          vr = -3;          break;        case 39:      //right          vr = 3;          break;        case 38:      //up          thrust = 0.05;          ship.showFlame = true;          break;        }      }, false);      window.addEventListener(keyup, function () {        vr = 0;        thrust = 0;        ship.showFlame = false;      }, false);      (function drawFrame () {        window.requestAnimationFrame(drawFrame, canvas);        context.clearRect(0, 0, canvas.width, canvas.height);        ship.rotation += vr * Math.PI / 180;        var angle = ship.rotation, //in radians            ax = Math.cos(angle) * thrust,            ay = Math.sin(angle) * thrust;        vx += ax;        vy += ay;        ship.x += vx;        ship.y += vy;        ship.draw(context);      }());    };    </script>  </body></html>
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style.css

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/* Some HTML5 Tags */aside, footer, header, nav, section {  display: block;}/* Examples */body {  background-color: #bbb;  color: #383838;}#canvas {  background-color: #fff;}header {  padding-bottom: 10px;}header a {  color: #30f;  text-decoration: none;}aside {  padding-top: 6px;}/* Index page */#index-body {  background-color: #fdeba1;  font-family: "Vollkorn", serif;  color: #000;}#index-body a {  text-decoration: none;  color: #b30300;}#index-body #description, #index-body #exercises {  overflow: auto;  max-width: 900px;  margin: 0px auto 20px auto;  padding-left: 15px;  padding-bottom: 15px;  background-color: #fff;  border-radius: 15px;}#index-body #description {  margin-top: 40px;}#index-body h1 {  color: #b30300;}#index-body #description h2 {  margin-bottom: 0;}#index-body h1 a {  text-decoration: underline;  color: #b30300;}#index-body li h2, #index-body li h3, #index-body li h4 {  color: #000;}#index-body li h3 {  margin-bottom: 0px;}#index-body #description ul {  margin: 0;  padding: 0;  list-style-type: none;}#index-body #description ul li { padding-bottom: 0.6em;}.container {  display: table;  width: 100%;  height: auto;}.container .text {    display:table-cell;    height:100%;    vertical-align:middle;}.container img {  padding: 0 20px;  display: block;  float: right;}.container .clear {  clear: both;}#exercises ul {  margin: 0;  padding: 4px 20px 10px 20px;}#exercises ol {  margin: 0 20px 10px 0;  padding: 0;  list-style-type: none;}#exercises ol li {  padding-top: 5px;}#exercises ol ol ol {  padding-left: 60px;  list-style-type: decimal-leading-zero;}#exercises ol ol ol li img, #exercises ol ol li img {  margin-left: 4px;  margin-bottom: -10;}#exercises h2 {  margin: 10px 0 0 0;}
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utils.js

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/** * Normalize the browser animation API across implementations. This requests * the browser to schedule a repaint of the window for the next animation frame. * Checks for cross-browser support, and, failing to find it, falls back to setTimeout. * @param {function}    callback  Function to call when it‘s time to update your animation for the next repaint. * @param {HTMLElement} element   Optional parameter specifying the element that visually bounds the entire animation. * @return {number} Animation frame request. */if (!window.requestAnimationFrame) {  window.requestAnimationFrame = (window.webkitRequestAnimationFrame ||                                  window.mozRequestAnimationFrame ||                                  window.msRequestAnimationFrame ||                                  window.oRequestAnimationFrame ||                                  function (callback) {                                    return window.setTimeout(callback, 17 /*~ 1000/60*/);                                  });}/** * ERRATA: ‘cancelRequestAnimationFrame‘ renamed to ‘cancelAnimationFrame‘ to reflect an update to the W3C Animation-Timing Spec. * * Cancels an animation frame request. * Checks for cross-browser support, falls back to clearTimeout. * @param {number}  Animation frame request. */if (!window.cancelAnimationFrame) {  window.cancelAnimationFrame = (window.cancelRequestAnimationFrame ||                                 window.webkitCancelAnimationFrame || window.webkitCancelRequestAnimationFrame ||                                 window.mozCancelAnimationFrame || window.mozCancelRequestAnimationFrame ||                                 window.msCancelAnimationFrame || window.msCancelRequestAnimationFrame ||                                 window.oCancelAnimationFrame || window.oCancelRequestAnimationFrame ||                                 window.clearTimeout);}/* Object that contains our utility functions. * Attached to the window object which acts as the global namespace. */window.utils = {};/** * Keeps track of the current mouse position, relative to an element. * @param {HTMLElement} element * @return {object} Contains properties: x, y, event */window.utils.captureMouse = function (element) {  var mouse = {x: 0, y: 0, event: null},      body_scrollLeft = document.body.scrollLeft,      element_scrollLeft = document.documentElement.scrollLeft,      body_scrollTop = document.body.scrollTop,      element_scrollTop = document.documentElement.scrollTop,      offsetLeft = element.offsetLeft,      offsetTop = element.offsetTop;    element.addEventListener(‘mousemove‘, function (event) {    var x, y;        if (event.pageX || event.pageY) {      x = event.pageX;      y = event.pageY;    } else {      x = event.clientX + body_scrollLeft + element_scrollLeft;      y = event.clientY + body_scrollTop + element_scrollTop;    }    x -= offsetLeft;    y -= offsetTop;        mouse.x = x;    mouse.y = y;    mouse.event = event;  }, false);    return mouse;};/** * Keeps track of the current (first) touch position, relative to an element. * @param {HTMLElement} element * @return {object} Contains properties: x, y, isPressed, event */window.utils.captureTouch = function (element) {  var touch = {x: null, y: null, isPressed: false, event: null},      body_scrollLeft = document.body.scrollLeft,      element_scrollLeft = document.documentElement.scrollLeft,      body_scrollTop = document.body.scrollTop,      element_scrollTop = document.documentElement.scrollTop,      offsetLeft = element.offsetLeft,      offsetTop = element.offsetTop;  element.addEventListener(‘touchstart‘, function (event) {    touch.isPressed = true;    touch.event = event;  }, false);  element.addEventListener(‘touchend‘, function (event) {    touch.isPressed = false;    touch.x = null;    touch.y = null;    touch.event = event;  }, false);    element.addEventListener(‘touchmove‘, function (event) {    var x, y,        touch_event = event.touches[0]; //first touch        if (touch_event.pageX || touch_event.pageY) {      x = touch_event.pageX;      y = touch_event.pageY;    } else {      x = touch_event.clientX + body_scrollLeft + element_scrollLeft;      y = touch_event.clientY + body_scrollTop + element_scrollTop;    }    x -= offsetLeft;    y -= offsetTop;        touch.x = x;    touch.y = y;    touch.event = event;  }, false);    return touch;};/** * Returns a color in the format: ‘#RRGGBB‘, or as a hex number if specified. * @param {number|string} color * @param {boolean=}      toNumber=false  Return color as a hex number. * @return {string|number} */window.utils.parseColor = function (color, toNumber) {  if (toNumber === true) {    if (typeof color === ‘number‘) {      return (color | 0); //chop off decimal    }    if (typeof color === ‘string‘ && color[0] === ‘#‘) {      color = color.slice(1);    }    return window.parseInt(color, 16);  } else {    if (typeof color === ‘number‘) {      color = ‘#‘ + (‘00000‘ + (color | 0).toString(16)).substr(-6); //pad    }    return color;  }};/** * Converts a color to the RGB string format: ‘rgb(r,g,b)‘ or ‘rgba(r,g,b,a)‘ * @param {number|string} color * @param {number}        alpha * @return {string} */window.utils.colorToRGB = function (color, alpha) {  //number in octal format or string prefixed with #  if (typeof color === ‘string‘ && color[0] === ‘#‘) {    color = window.parseInt(color.slice(1), 16);  }  alpha = (alpha === undefined) ? 1 : alpha;  //parse hex values  var r = color >> 16 & 0xff,      g = color >> 8 & 0xff,      b = color & 0xff,      a = (alpha < 0) ? 0 : ((alpha > 1) ? 1 : alpha);  //only use ‘rgba‘ if needed  if (a === 1) {    return "rgb("+ r +","+ g +","+ b +")";  } else {    return "rgba("+ r +","+ g +","+ b +","+ a +")";  }};/** * Determine if a rectangle contains the coordinates (x,y) within it‘s boundaries. * @param {object}  rect  Object with properties: x, y, width, height. * @param {number}  x     Coordinate position x. * @param {number}  y     Coordinate position y. * @return {boolean} */window.utils.containsPoint = function (rect, x, y) {  return !(x < rect.x ||           x > rect.x + rect.width ||           y < rect.y ||           y > rect.y + rect.height);};/** * Determine if two rectangles overlap. * @param {object}  rectA Object with properties: x, y, width, height. * @param {object}  rectB Object with properties: x, y, width, height. * @return {boolean} */window.utils.intersects = function (rectA, rectB) {  return !(rectA.x + rectA.width < rectB.x ||           rectB.x + rectB.width < rectA.x ||           rectA.y + rectA.height < rectB.y ||           rectB.y + rectB.height < rectA.y);};
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ship.js

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function Ship () {  this.x = 0;  this.y = 0;  this.width = 25;  this.height = 20;  this.rotation = 0;  this.showFlame = false;}Ship.prototype.draw = function (context) {  context.save();  context.translate(this.x, this.y);  context.rotate(this.rotation);    context.lineWidth = 1;  context.strokeStyle = "#ffffff";  context.beginPath();  context.moveTo(10, 0);  context.lineTo(-10, 10);  context.lineTo(-5, 0);  context.lineTo(-10, -10);  context.lineTo(10, 0);  context.stroke();  if (this.showFlame) {    context.beginPath();    context.moveTo(-7.5, -5);    context.lineTo(-15, 0);    context.lineTo(-7.5, 5);    context.stroke();  }  context.restore();};
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动画原理——加速度